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Original General Dungeon Fighter Thread - Printable Version

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Original General Dungeon Fighter Thread - mrcowcow - 2010-01-17

So uhm. How's this for a bare minimum Soul Bender PvE build? LOTS of extra points are left over. I've heard that Ancient Memory maxed could do some srs bzness. Don't know how useful the awakening skills are either so I just left them at 1 for now. I'm pretty lost about Soul Benders. @-@

Linky.


Original General Dungeon Fighter Thread - monstercarer - 2010-01-17

Would anybody mind making a build for me since I honestly have no idea what skills are essential for Spitfire and Summoner :f6:.
Also in Skye Tower is anybody annoyed by The Puppeteer Place(Second Area) I was having trouble there with my Spitfire.


Original General Dungeon Fighter Thread - mrcowcow - 2010-01-17

Puppet Museum was a breeze for my Spitfire. I don't know what the heck you're doing.

Spitfires. Crossmore is generally left at 5 without cancel. Blazing Bullet, Freeze Grenade, and Flash Bang are generally maxed. Post your current build, it's easier to give advice that way.


Original General Dungeon Fighter Thread - MasPan - 2010-01-18

mrcowcow Wrote:So uhm. How's this for a bare minimum Soul Bender PvE build? LOTS of extra points are left over. I've heard that Ancient Memory maxed could do some srs bzness. Don't know how useful the awakening skills are either so I just left them at 1 for now. I'm pretty lost about Soul Benders. @-@

Linky.

Ghost Slash or Moonlight Slash. Pick one. Max it. Rest of the points in Blache. Also may want to consider Short Sword mastery instead of katana, as aspd won't matter in pve and the damage boost is helpful. Ancient memory isn't needed, and iirc doesn't stack with Kazan.


Original General Dungeon Fighter Thread - mrcowcow - 2010-01-18

I'm helping a friend's little brother with this so yeah. He doesn't know how to navigate forums, but he's a nice kid, although a bit of a bother sometimes.

I'll check if Ancient Memory stacks or not.

Anyways, I heard that Upper Slash 5 + Cancel is helpful with floating monsters with Moonlight Slash. Useful in PvE or no?

Fear of Darkness useful? o_o


Original General Dungeon Fighter Thread - Holypie - 2010-01-18

Fear of Darkness looks pretty much like a passive, aura version of Elemental Focus, with an added attack speed decrease. Yes it looks very nice, especially against light monsters.


Original General Dungeon Fighter Thread - monstercarer - 2010-01-18

Spitfire-Lvl 2(Current Skills) (120SP)
 Spoiler
Plus I think i got use to Puppet Museum now my First time there was difficult because of Mages spamming Jack O' Lantern constantly. And does anbody have any Summoner Builds


Original General Dungeon Fighter Thread - Dyxanije - 2010-01-18

I am using this hybrid Summoner build. You can ditch Ancient Memory if you don't feel the need for it.


Original General Dungeon Fighter Thread - Holypie - 2010-01-18

Some people play as Battle Summoners where they use a spear or a pole and fight alongside their summons making use of battle mage skills.


Original General Dungeon Fighter Thread - MasPan - 2010-01-18

[color="#cc8899"]Depends on your build and fighting style. Tombstone, Ghost Slash (and Drive, if using Kazan), Kalla, and some swords are dark/shadow, so they'll all gain a minor damage boost from it. The -aspd aura is nerfed in pvp, but still ought to come in handy. Oh, and ofc the aura helps party members as well (mostly mages).

My hybrid build, if you're curious (pvp/pve)
http://www.aradsociety.com/planner/?class=soulbender#160:uFsvVevAfuIbuQbwIbwOb9AcuNkvXbxCfxJkvFfvQkuGkxFbuSkvLqvTnxAjwKbxHixOexMd[/COLOR]


Original General Dungeon Fighter Thread - Greg - 2010-01-18

Got my Monk to 40 a few days ago. Feels good, man. I still have to do all of the skillbook quests that come from Thunderime, but I'm in no rush.

Just made a Mage today; planning on going the Witch route. Any tips, Felix?


Original General Dungeon Fighter Thread - mrcowcow - 2010-01-18

monstercarer Wrote:5-Jack Spike
1-Rising Shot
1-Punisher
3-Windmill
1-Mach Kick
4-Aerial Fire
1-Land Runner
1-Cartridge Supply
6-Shining Bullet
1-Pierce Booster
1-Immobility Booster
1-Blizzard Bullet
1-Flash Mine
3-G-14 Buster
1-Gatling
1-FlameThrower
1-BBQ
Back Step
Rebound

Eek, bro. 3 Windmill on a Spitfire. The most you'll ever need is 1 point in that for striking all around yourself in PvP in case people get too close. 4 Aerial Fire is not a necessity, and seems a bit excessive. 1 point is enough in it for the current level cap. If needed, it can be raised if you wish for more air time and/or shots for damage.

If you think that you'll be fighting undead a lot in the future, Silver Bullet's a good thing. However, it is generally ranked lower than the two other bullets as it provides no status effects and is nothing really special. Freeze Bullets, on the other hand, freeze the enemy, as the name hints at. Blazing Bullets add an extra explosion when hitting the enemy and if they pierce through and hit the enemy behind or the ground, cause another mini explosion.

Oh yeah. Almost forgot. Thanks for your opinions Mas, it helps quite a lot.


Original General Dungeon Fighter Thread - Spaz - 2010-01-18

mrcowcow Wrote:Eek, bro. 3 Windmill on a Spitfire. The most you'll ever need is 1 point in that for striking all around yourself in PvP in case people get too close. 4 Aerial Fire is not a necessity, and seems a bit excessive. 1 point is enough in it for the current level cap. If needed, it can be raised if you wish for more air time and/or shots for damage.

If you think that you'll be fighting undead a lot in the future, Silver Bullet's a good thing. However, it is generally ranked lower than the two other bullets as it provides no status effects and is nothing really special. Freeze Bullets, on the other hand, freeze the enemy, as the name hints at. Blazing Bullets add an extra explosion when hitting the enemy and if they pierce through and hit the enemy behind or the ground, cause another mini explosion.

Oh yeah. Almost forgot. Thanks for your opinions Mas, it helps quite a lot.

I disagree about Windmill. With it's increidble y-axis range, it lets you safely hit people above or below you. I need to do some testing to see how much of my windmill's damage is from the fixed part and how much is from the % part, but getting more damage out of it could win matches and it's only 20 SP per skill level.

I like having Rising Windmill to hit people while I get up in pvp, but that's up to you.

Silver bullet 5, freezing bullet 5, max blazing. Anything else is madness. Max pierce booster. Pierce booster + blazing bullets = hax damage because a bullet that pierces will also hit with the explosion.

For a pvp build, leave aerial fire at 1.

Get rising shot to at least 5 and get the cancel. The cancel is very helpful in both pve and pvp.

You need 5 in Buster to get C4, and you'll eventually need 5 in C4 to get Neil the Sniper.

Get 1-5 in Crossmore. You'll need 5 to get Neil the Sniper, but that won't matter until the level cap is raised.

Get 1 in Steyr after you do Albert's quests.

Max Flashbang. Electrocution Combined with piercing blazing bullets gives you even more damage to an opponent on the ground.


Original General Dungeon Fighter Thread - mrcowcow - 2010-01-18

Ah, I completely forgot about Rising Windmill. For PvP, Rising Windmill is godly for people standing near/ontop of you.

I'm personally going Freeze+Blazing Bullets for PvE. I find both of them useful in different situations.

I'd also suggest the Grenade Cancel. Lets you combo faster, giving your opponent less room to stand back up if you're OTGing them. Pretty much the only cancel besides Rising that you'll get.


Original General Dungeon Fighter Thread - Holypie - 2010-01-18

You won't really need pierce booster if you use a musket which (in my opinion) is a better weapon for PvE for it's high damage, high piercing (90%, second only to hand cannons) and smaller clip allowing you to get more damage per bullet enchantment cast. Also, a hand cannon on a tightly packed mob can be very deadly because of the 100% piercing it will hit every monster creating an explosion for every hit.


Original General Dungeon Fighter Thread - monstercarer - 2010-01-18

So would these two builds be good seeing as how I kinda messed up O_o
http://www.aradsociety.com/planner/?class=spitfire#040:uEevWe9PbuMbvCbvFg0TbuDfuGbvIeuHbuNbuObwGfxKbvGiuCfvPbxBbvYbvXfwHixMbxLbuBgwIdxCdwDb

http://www.aradsociety.com/planner/?class=summoner#040:uEbuPbuRbvAkvMfvQe0TbuQbuSbuUduObvXhuVfuXfuWfuYfxFbvFfvUgwAbxBfxCfxDfxEfvVdvWb

Also when getting Avatar Items what ones should I focus On getting


Original General Dungeon Fighter Thread - Dyxanije - 2010-01-19

monstercarer Wrote:So would these two builds be good seeing as how I kinda messed up O_o
http://www.aradsociety.com/planner/?class=spitfire#040:uEevWe9PbuMbvCbvFg0TbuDfuGbvIeuHbuNbuObwGfxKbvGiuCfvPbxBbvYbvXfwHixMbxLbuBgwIdxCdwDb

http://www.aradsociety.com/planner/?class=summoner#040:uEbuPbuRbvAkvMfvQe0TbuQbuSbuUduObvXhuVfuXfuWfuYfxFbvFfvUgwAbxBfxCfxDfxEfvVdvWb

Also when getting Avatar Items what ones should I focus On getting
Your Summoner build is less than ideal but it can still function. I should note though, that level 11 Wisp is used to summon 3 Wisp at once after using Flore Circle, meaning that you will summon slightly slower than the average hybrid/spirit Summoner.

Also, why no Backstep cancel on the Spitfire?


Original General Dungeon Fighter Thread - FelixTM - 2010-01-19

Greg Wrote:Just made a Mage today; planning on going the Witch route. Any tips, Felix?

Pick two or three elements (tops) and focus purely on them. This is vital. If you try working on all four elements, you will cripple yourself big time. Witches need to max the skills they're using for them to be good at high levels. What elements you pick to specialize in really doesn't matter, despite what some people will try to tell you. You can make any combo work with a Witch. Dark is certainly pretty domination in PvP, though.


Original General Dungeon Fighter Thread - MasPan - 2010-01-19

monstercarer Wrote:So would these two builds be good seeing as how I kinda messed up O_o
http://www.aradsociety.com/planner/?class=spitfire#040:uEevWe9PbuMbvCbvFg0TbuDfuGbvIeuHbuNbuObwGfxKbvGiuCfvPbxBbvYbvXfwHixMbxLbuBgwIdxCdwDb

http://www.aradsociety.com/planner/?class=summoner#040:uEbuPbuRbvAkvMfvQe0TbuQbuSbuUduObvXhuVfuXfuWfuYfxFbvFfvUgwAbxBfxCfxDfxEfvVdvWb

Also when getting Avatar Items what ones should I focus On getting

[color="#cc8899"]Torso/Face - Aspd

Hat/Hair - Cspd (PvP), MP Recovery (PvE)

@ Holypie, not necessarily true, Fire Bullets have in their description "Maximum of 2 explosions" which may cause only 2 hits. However, they will still cause mass damage with 100% piercing + blazing hits.[/COLOR]


Original General Dungeon Fighter Thread - Holypie - 2010-01-19

MasPan Wrote:[color="#cc8899"]Torso/Face - Aspd

Hat/Hair - Cspd (PvP), MP Recovery (PvE)

@ Holypie, not necessarily true, Fire Bullets have in their description "Maximum of 2 explosions" which may cause only 2 hits. However, they will still cause mass damage with 100% piercing + blazing hits.[/COLOR]

Oh really? I got that from your post about giving blazing bullets to launchers or something. Also, Greg, to add on to what Felix said about witches, if you change your mind about what element you want you'll need to restart or buy a Lethe's River Water. For PvE most people go the Fire/Ice route for the 2nd tier AoE spells (some people also throw in Befriend Florae to lower the number of failures but in the priest patch EMM changes so failures bounce 4 times so you don't need it) and 1 manteau for utility. PvP builds usually do dark/something else because dark is just so destructive in PvP.